scholarly journals Interacting with Three-Dimensional Molecular Structures Using an Augmented Reality Mobile App

2020 ◽  
Vol 97 (10) ◽  
pp. 3877-3881
Author(s):  
Jonah Kailer Aw ◽  
Kevin Christopher Boellaard ◽  
Teck Kiang Tan ◽  
John Yap ◽  
Yi Ping Loh ◽  
...  
2021 ◽  
Author(s):  
Sukolsak Sakshuwong ◽  
Hayley Weir ◽  
Umberto Raucci ◽  
Todd J. Martínez

Visualizing three-dimensional molecular structures is crucial to understanding and predicting their chemical behavior. Existing visualization software, however, can be cumbersome to use, and, for many, hand-drawn skeletal structures remain the preferred method of chemical communication. Although convenient, the static, two-dimensional nature of these drawings can be misleading in conveying the molecule’s 3D structure, not to mention that dynamic movement is completely disregarded. Here, we combine machine learning and augmented reality (AR) to develop MolAR, an immersive mobile application for visualizing molecules in real-world scenes. The application uses deep learning to recognize hand-drawn hydrocarbons structures which it converts into interactive 3D molecules in AR. Users can also “hunt” for chemicals in food and drink to uncover molecules in their real-life environment. A variety of interesting molecules are pre-loaded into the application, and users can visualize molecules in PubChem by providing their name or SMILES string and proteins in the Protein Data Bank by providing their PDB ID. MolAR was designed to be used in both research and education settings, providing an almost barrierless platform to visualize and interact with 3D molecular structures in a uniquely immersive way.


Author(s):  
Lilia Midak ◽  
Olha Kuzyshyn ◽  
Lilia Baziuk

Augmented reality (AR) gives the ability to visualize an object (atoms and molecules, their interference, circuits of the devices, technological processes, etc.) as much as possible, meaning to convert a 2D image to 3D, as well as “make it alive”. The objective of the work is development of a mobile application designed for reproduction of study material in natural sciences using Augmented Reality. The main task is the selection and creation of 3D-study demonstration material and video data of practical works and laboratory experiments, according to the current programs in physics, chemistry, biology for secondary education establishments, which can be used by the teacher and pupils to prepare an effective performance. Two methods of augmented reality implementation were combined for maximal visualization of the study material. The first one is using 3D-images, which made the 2D-images of handbooks “alive”, converting them into 3D, with animation ability; the second one is reproduction of the developed video material on mobile devices by “connecting” them with individual markers for any practical or laboratory work. A mobile application for reproduction of video data in natural sciences provides the pupil with an ability to find out about the safety regulations before the work performance, chemicals and equipment, necessary for its performance and with the course of work in video. Pictures of laboratory work elements were chosen for the mobile app; they were created on “Vuforia” platform, realized in software as augmented reality objects with a multiplatform instrument for development of two- and three-dimensional applications, named “Unity 3D”. Implementation of augmented reality objects will increase the level of data memorization as a result of interactivity of its image in 3D, will give the opportunity the modern teacher to explain a big volume of theory fast and understandable, update the demonstration of study material, and for the pupils to memorize it effectively, will improve the critical thinking, boost motivation for study and will give the ability to gain some skills while performing the experiment.


2021 ◽  
Vol 6 (18) ◽  
Author(s):  
Dena Al-Thani ◽  
Achraf Othman ◽  
Al-Dana Mohannadi

In cooperation with its strategic partners, Mada Center works to identify the needs of persons with disabilities for assistive technology and digital access solutions in Arabic. The center has supported start-ups and entrepreneurs to localize technological devices and solutions through the Mada Innovation Program, with the aim of improving digital accessibility for PWDs at the local, regional and international levels. This year, Mada and HBKU worked together to develop a mobile app using augmented reality technology and for the first time three dimensional AAC Symbols for learning purpose. The app is named A-Learn developed by Dr. Kamran Khowaja, Dr. Dena Al-Thani, and Dr. Siti Salwah Salim from Hamad Bin Khalifa University.


Author(s):  
Kikuo Asai ◽  
Norio Takase

This article presents the characteristics of using a tangible tabletop environment produced by augmented reality (AR), aimed at improving the environment in which learners observe three-dimensional molecular structures. The authors perform two evaluation experiments. A performance test for a user interface demonstrates that learners with a tangible AR environment were able to complete the task of identifying molecular structures more quickly and accurately than those with a typical desktop-PC environment using a Web browser. A usability test by participants who learned molecular structures and answered relevant questions demonstrates that the environments had no effect on their learning of molecular structures. However, a preference test reveals that learners preferred a more tangible AR environment to a Web-browser environment in terms of overall enjoyment, reality of manipulation, and sense of presence, and vice versa in terms of ease of viewing, experience, and durability.


2020 ◽  
Vol 3 (3) ◽  
pp. 221-226
Author(s):  
Kwok-Fong Chan ◽  
Jun-Jie Poh ◽  
Wei-Ling Wu ◽  
Samuel Ken-En Gan

ABSTRACT The use of augmented reality (AR) in providing three-dimensional (3D) visual support and image depth have been applied in education, tourism, historical studies, and medical training. In research and development, there has been a slow but growing use of AR tools in chemical and drug discovery, but little has been implemented for whole 3D antibody structures (IgE, IgM, IgA, IgG, and IgD) and in communicating their interactions with the antigens or receptors in publications. Given that antibody interactions can vary significantly between different monoclonal antibodies, a convenient and easy to use 3D visualization can convey structural mechanisms clearer to readers, especially in how residues may interact with one another. While this was previously constrained to the use of stereo images on printed material or molecular visualization software on the computer, the revolution of smartphone and phablets now allows visualization of whole molecular structures on-the-go, allowing rotations, zooming in and out, and even animations without complex devices or the training of visual prowess. While not yet as versatile as molecular visualization software on the computer, such technology is an improvement from stereo-images and bridges the gap with molecular visualization tools. In this report, we discuss the use of AR and how they can be employed in the holistic view of antibodies and the future of the technology for better scientific communication.


Author(s):  
Kikuo Asai ◽  
Norio Takase

This article presents the characteristics of using a tangible tabletop environment produced by augmented reality (AR), aimed at improving the environment in which learners observe three-dimensional molecular structures. The authors perform two evaluation experiments. A performance test for a user interface demonstrates that learners with a tangible AR environment were able to complete the task of identifying molecular structures more quickly and accurately than those with a typical desktop-PC environment using a Web browser. A usability test by participants who learned molecular structures and answered relevant questions demonstrates that the environments had no effect on their learning of molecular structures. However, a preference test reveals that learners preferred a more tangible AR environment to a Web-browser environment in terms of overall enjoyment, reality of manipulation, and sense of presence, and vice versa in terms of ease of viewing, experience, and durability.


Author(s):  
Lilia Midak ◽  
Olha Kuzyshyn ◽  
Lilia Baziuk

Augmented reality (AR) gives the ability to visualize an object (atoms and molecules, their interference, circuits of the devices, technological processes, etc.) as much as possible, meaning to convert a 2D image to 3D, as well as “make it alive”. The objective of the work is development of a mobile application designed for reproduction of study material in natural sciences using Augmented Reality. The main task is the selection and creation of 3D-study demonstration material and video data of practical works and laboratory experiments, according to the current programs in physics, chemistry, biology for secondary education establishments, which can be used by the teacher and pupils to prepare an effective performance. Two methods of augmented reality implementation were combined for maximal visualization of the study material. The first one is using 3D-images, which made the 2D-images of handbooks “alive”, converting them into 3D, with animation ability; the second one is reproduction of the developed video material on mobile devices by “connecting” them with individual markers for any practical or laboratory work. A mobile application for reproduction of video data in natural sciences provides the pupil with an ability to find out about the safety regulations before the work performance, chemicals and equipment, necessary for its performance and with the course of work in video. Pictures of laboratory work elements were chosen for the mobile app; they were created on “Vuforia” platform, realized in software as augmented reality objects with a multiplatform instrument for development of two- and three-dimensional applications, named “Unity 3D”. Implementation of augmented reality objects will increase the level of data memorization as a result of interactivity of its image in 3D, will give the opportunity the modern teacher to explain a big volume of theory fast and understandable, update the demonstration of study material, and for the pupils to memorize it effectively, will improve the critical thinking, boost motivation for study and will give the ability to gain some skills while performing the experiment.


Author(s):  
Alex Eder da Rocha Mazzuco ◽  
Aliane Loureiro Krassmann ◽  
Denis da Silva Garcia ◽  
Giliane Bernardi

Learning about molecular structures often becomes abstruse, due to its complex compositions, being aggravated by the restricted interactivity provided by the software commonly used. This difficulty can also be attached to the fact that most of the students do not present the necessary knowledge to work with biomolecular systems, affecting also the motivation in the object of study. In this context, the objective of this work is to analyze the influences related to interactivity, usability and motivation, provided by a web system called MMAR (Molecular Modeling with Augmented Reality), designed to support the learning of three-dimensional (3D) molecular structures. The system was applied to twenty-five students in the Chemistry discipline, from a technical course in a public school from basic education in Brazil. The results show that it was possible to assist students in the gain of knowledge, while simultaneously allowing them to enjoy themselves, providing unconventional learning, by increasing attractiveness, curiosity, attention, enthusiasm and relevance of such a complex subject in Chemistry.


2019 ◽  
Author(s):  
Kristina Eriksen ◽  
Bjarne Nielsen ◽  
Michael Pittelkow

<p>We present a simple procedure to make an augmented reality app to visualize any 3D chemical model. The molecular structure may be based on data from crystallographic data or from computer modelling. This guide is made in such a way, that no programming skills are needed and the procedure uses free software and is a way to visualize 3D structures that are normally difficult to comprehend in the 2D space of paper. The process can be applied to make 3D representation of any 2D object, and we envisage the app to be useful when visualizing simple stereochemical problems, when presenting a complex 3D structure on a poster presentation or even in audio-visual presentations. The method works for all molecules including small molecules, supramolecular structures, MOFs and biomacromolecules.</p>


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


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